
DrGames |

Overview of the Campaign at Bold Beginnings Homepage.
Campaign Logs at Campaign Logs.
It is 2152 Y.O.L. Good King Levi, the king of Tumeria, gave a huge land grant to Duke Kernan that includes the Gedri pass through the Yagha-Tsorv mountains. The nobles in both Tiola-Moldre and Xanduru complimented King Levi on his astute choice.
Your liege, the Duke of Kernan, now stands to be either a hero of the Lands of the Overlord or a new falstaff for Al Alfredo. The import of getting his new holdings under control has not been lost on the Duke. He's put his knight marshal, Reginald, in charge of organizing groups to scout out the new domain and determine appropriate military strategies.
The knight marshal has chosen members from dependable families to serve in these groups. Your party is one such group. Initially, the Duke, no stranger to fighting and warfare, has asked that the groups have their mettle tested in and around the Duchy of Kernan before being sent south to serve for family and duke! So, you expect to spend some time in the neighborhood of Balcon, the seat of the Ducy, to show your worth to the knight marshal.
You are very motivated to do your utmost for the Duke. First, your personal honor and the honor of your friends and family depend on the success of your endeavors. Second, the Duke is offering land grants and titles of nobility for those who perform well. Third, the Duke has authorized the parties to retain large shares of what treasures they recover from outlaw groups. All booty must be displayed to an official of the duchy, but the word is out that these officials are quite lenient in dispensing the goods back to deserving parties. The Duke is not encouraging rape and pillaging however! In fact, attacks on innocents or seizure of legitimate property is punishable by death! A band of twelve adventurers was recently beheaded for just such actions in and around Gedri pass. You are strongly inspired to ensure the Duke does well.
If you are in the Washington, DC area and would like to join us, please contact me at zhalindor@verizon.net.

DrGames |

Campaign Log for Bold Beginnings: Part I
Taking place in the world of Zhalindor, Kingdom of Tumeria, Duchy of Kernan
As recorded by Brent
Continuing onward from their last encounter with large cave spider and vicious orc, the five companions pushed further into the depths of the foreboding cavern, leaving their uncontrollably morphing acquaintance, Bodo, tied up to a stalagmite with his own tentacles. The travelers heard groaning further down the tunnel, and discovered three adventurers entangled in cocoons of spider silk. Team Glarg released the captives, quickly learning that the spider they killed had not the chance to injure them further before being slain. After hearing how the new adventurers had been in search of the missing Halflings, the group decided to press further on their quest together. Traveling deeper into the cave, the group encountered a door marked with runes whose meaning was soon deciphered: True Mastery (Evil), Magic, and Stasis. The doors had signs of being recently opened, and the team pressed through. Investigating the options after encountering a fork in the path, the team decided to continue through the cracked door with similar markings as before, avoiding the still sealed chamber (Undead, Void, Darkness Runes) till later. At the end of corridor, a large double door blocked the entrance to a circular hollow containing a mighty foe!
After a valiant battle, the team somehow defeated the Voidling, a demon from another planar existence, which left behind an unrecognizable coin. During the course of battle, the strange kitten that had been elusive to date was cornered and interrogated after it transformed into a young girl of 16. The party learned that she was actually an apprentice to Silvus the Sly, and had been following the group to learn of their intentions. Within the chamber was a freshly devoured Halfling body, with the same markings carved into its bones as were on the entrance door; clearly a sacrifice to the creature from another world. At some stage in the conversation, further wailing was heard from the main cavern area. The group sent 2 members to investigate.
Kelmor and Mallon discovered their mutated friend had returned to his natural form, and his arms (which had been his tentacle bonds) were injured post transformation. While Kelmor was distracted performing healing spells for their injured friend, Mallon remembered he was still carrying the intricate ring they had recovered from the felled orc, and decided its potential powers could aid in their future endeavors. Mallon slipped on the enchanted ring, and was immediately moved toward the sealed door the team had passed up before, not in control of his own actions. Mallon tried to resist opening the door, but was compelled to do so by the powerful ring.
The remainder of the party heard a deafening shriek, and ran to see what had happened. Mallon, now under his own power again, felt confused and unsure of what he had seen. The young girl seemed very upset, and the team learned the door had previously been sealed, locking inside a Wampheri, that clearly had now escaped out of the cave. Searching the Wampheri’s room, Team Glarg found 12 vials of strange, sweet smelling blue liquid. The group figured out they were healing potions after Kelmor bravely quaffed one. Feeling secure that there were no more risks in the cavern, the team proceeded toward the exit after searching it for valuables. Nothing more of significance was found, and the team took some time to rest and rejuvenate.
Exiting the cave the next morning, with intent to return to Balcon to discuss their findings with Silvus the Sly, the party encountered a roving band of kobolds, easily dispatching the group with their superior strength and magic. Team Glarg successfully navigated their way back to Balcon without further incident. Continuing on to the tower of Silvus, the team presented the ring and coin for her to contemplate their meanings.

DrGames |

Campaign Log for Bold Beginnings: Part II
Taking place in the world of Zhalindor, Kingdom of Tumeria, Duchy of Kernan
As recorded by Brent
2152 Y.O.L. - Sea Season - Disorder Week - Fireday
While waiting on Silvus the Sly to identify the recently found artifacts, the group ventured around town seeking to pick up a few items. While passing the undertaker’s house, Morr the Black was seen acting very strange, so the adventurers decided to try to stealthily follow him/her (the team is still unsure of Morr’s gender).
Morr acknowledged the group, and summoned them over with a wave of the hand. Team Glarg followed Morr’s lead to ‘The Rest’, the local graveyard of Balcon. Between the animated hand signals from Morr (who is unable to communicate verbally) and the general observations of disturbed earth around the graves, the friends realized something grim has been animating the dead and directing them east. The same direction the Halflings have been disappearing to.
In search of more information and equipment, the group moved onward to Balcon’s blacksmith, Bart. While placing an order for a set of scale mail (due in 2 weeks), Glarg noticed that Bart seemed to act strangely complacent. Observing a familiar looking ring on the Bart’s hand, Glarg asked to see it. As Bart stiffly refused to remove the ring, a zombie controlled by Bart entered from the storage area. Glarg grabbed Bart, and had the team remove the ring. The zombie stood still then, staring at the ring’s captor.
The group decided it was best served to destroy the undead creature. Since losing the ring, Bart aged significantly, becoming an old man almost instantly. Bart confessed he received the ring to control his undead servant from the recruiters that have been claiming equal opportunities for Halflings in the east. With Bart’s age degeneration, Glarg was doubtful of getting his armor, but left it at that.
Exiting the blacksmith’s shop, Alfonzo, Reginald’s page, summoned the travelers to an immediate meeting at Lord Kernan’s hall. Upon entering, Reginald questioned the adventures about their encounters in the cave, and determined the group to be of honest intent regarding the accidental release of the Wampyri.
Reginald hardly acknowledged the missing Halflings, dismissing them as a nuisance that the recruiters were helping remove. Without actual evidence of misconduct, Reginald refused to discuss the matter further.
The group brought up the note found in the cave stamped with Veldman’s seal, but this was also disregarded as Reginald knew that would make Veldman over 2000 years old. He suggested that the document was probably a forgery; some simpleton attempting to scare someone.
Before more could be discussed, Bodo barged in the front door telling Reginald something was wrong a Pringsley’s farm. The group later learned that Pringsley’s farm was a source of Swath, an illegal drug that many Halflings have been partaking of. The group, empathizing with their friend Bodo, set out to see what was wrong at the farm.
Arriving at the farm a short while later, a group of soulless undead (the 7 farmhands) awaited the travelers. After a short battle with dusty bags of bones, several members called out for Pringsley. Hearing no response, they entered the farmhouse.
Nailed to the wall inside was a horribly gruesome scene: Farmer Pringsley, his wife, and three of his four children, hung upside-down shredded and dead. Hearing a young girls voice call for help from the basement, the group rushed down. Hearing the call again, Kelmor slammed through a cracked wall, opening up a hidden area cavern containing the missing Pringsley girl and two fire beetles closing in on her. Glarg rushed over, slaughtering the puny bugs without a second thought.
Suddenly, something on the ceiling shifted and the Wampyri jumped down behind the rest of the travelers. It grabbed the Kyratas by the mouth, forcing his jaw open with vice-like force. The beast slammed its own mouth over Kyratas’s, forcing its own spawn down his throat. Cackling as it ran from the area, Team Glarg distinctly heard it say “Now you are mine! You will obey me! Destroy this nuisance (referring to the rest of the group) and grow more powerful!”
The party was stunned, and left wondering what should be done about this awful predicament.
--------------------------------------------------------------------------- -----
GM Addendum:
We're heading into session four with a solid group of seven players that get along well and have fun together. You cannot ask for a better gaming situation than that. Just to review some of the plot threads out there and encourage some dialogue between party members between sessions, here are a few of the open threads:
1) The threat that Veldman is viable and active: why now? what is he trying to accomplish? how might he be thwarted? If Veldman is back (Reginald seems to think not) then Veldman is likely a higher level challenge than the party currently is. So, dealing directly with Veldman might be a mid-term goal.
2) The wolves that are plaguing the local farmers: the party had one encounter with wolves already. This seems like a manageable, low level challenge.
A series of Halfling issues ...
3) The potential for evil activities associated with the Halfling "colonization project": the local authorities (well, Reginald at least seems to be OK with the general idea. He certainly is squeamish about Bad Things(tm) happening to the Halflings, but he has not felt compelled to investigate the particulars.) The party definitely gets the feeling that it will have to bring back proof of wrong-doing before the local authorities will jump in.
4) The broader socio-economic plight of the Halflings: why are the Halflings , generally known for being light-hearted and happy (e.g., Bodo), being affected so negatively? What is driving the doom & gloom? There have been several hints dropped so far. Is there something actually malicious and planned going on, or is this just a naturally occuring series of random events? What is going on with the Swath usage by the Halflings?
5) Rot within Balcon: Why did Bart agree to work with the Colonolizers? Why would he accept a ring that was connected with undead control? Who else in the town might be affected? Why are the other citizens in Balcon willing to turn a blind eye to the plight of the Halflings?
6) Zombie a-Go-Go: what happened to the zombies from "the Rest"? If this has been going on for awhile, why did Mort not notify the authorities? Or, did he and was she ignored?
7) Plans within plans within plans: the really interesting thing is that many of these things appear to be at least partially connected ... there are the recurring ring theme. Some of the folks involved with the Swath distribution also seem to be involved with the Colonization effort ... what could someone like Veldman do with hundreds of innocents? Could there be any purpose driving him? And again ... why now? What is happening or is going to happen in the near to mid-term ... ?
On the Halfling philosophy, much can be learned from listening to this bit from the play "Waiting for Marko" put on by three Halflings.
Of course, the immediate moral quandary facing the party is that one of their numbers has been implanted with a Wampheri spawn and will change into a Wampheri before the dawn if the party is unable to dispatch with him before the transformation occurs. Does the party just allow their erstwhile companion to use them as a power-up snack? Should they just double-tap him now while they easily can? Decisions ... decisions ... What is the absolute good here? What constitutes the greater good?

DrGames |

Campaign Log for Bold Beginnings: Part III
Taking place in the world of Zhalindor, Kingdom of Tumeria, Duchy of Kernan
As recorded by Brent
2152 Y.O.L. - Sea Season - Disorder Week - Fireday
Reeling from the overpowering Wampheri attack, Kyratas attempted to dislodge the organism in his throat, but to no avail. His friends noticed that his wound from the last battle had rapidly re-healed, which concerned them deeply. In an effort to help his friends escape, the warlord took the bowl given to him and attempted to communicate with the soulless to help free the party. (His intent was to have the soulless come and dig out Team Glarg.) Somehow holding the necromantic magic item, attuned to the Wampheri accelerated Kyratas transformation. The party noted his teeth becoming more numerous and needle-like and his pupils become slitted. Glarg attempted to tie Kyratas up with rope, but was overpowered by the being that was formally Kyratas. Team Glarg knew they had no choice but to destroy their friend. Time was short, so they had to act quickly. Upon the defeat of their late companion, the spawn (resembling a small, horned slug) from Kyratas slithered out of his mouth, but was struck dead as quickly as possible. (The beastie called telepathically with the party members, promising great rewards to host the evil spawn.)
Still mourning for their lost friend and searching for a way out, the group almost didn’t see the two humanoids bound and gagged in a dark corner of the cavern. Untying the restrained elves, the group learned that they too had become victims from their traveling adventures, and had been locked up for several days. One was a cleric, and the other an elfin ranger. After hearty thanks for being rescued, all parties agreed it made the most sense to search together to find and exit and continue their travels together. As the search continued, some of the group attempted to console young Sandra, the now orphaned Pringsley daughter. The rest found the following items stored in some sacks: 37 units of swath, 1 of Cloves, 2 of Celandine, 3 healing potions, 57 silver pieces, and 73 copper pieces.
After finding no immediate exit, the group gathered to put their heads together to devise a plane on how to get out. Just then, an all too familiar voice, although muffled, was heard. The new elf cleric deciphered the calls through the collapsed wall, and determined the groups Halfling friend, Bodo, Sabrina, and several helpers from Balcon were attempting to dig the team out. Assisting from the other side, Team Glarg managed to escape, just as the air was beginning to get stuffy. Examining the bowl provided by the Wampheri, the new cleric felt the item’s power over souls trapped within. The Team agreed to destroy the bowl, but the first attempt proved inconclusive. With a surge of supernatural determination, Glarg dashed the cursed bowl to the ground destroying the foul item. The Team felt the goodly surge as the trapped souls were released and laid to rest. The group held a brief funeral pyre for the fallen Kyratas, burning his body knowing it was the only guarantee he could never be possessed again. Full of sorrow, the disparaged group headed back to Balcon.
Summoned to Silvus’s tower by Sabrina, the group learned the meanings of the items they had left to be identified. The ring, as suspected, allows the wearer to control lesser undead such as skeletons, zombies, and some ghouls. Silvus implied it might be useful as a last resort, but not to put it on if at all possible. The token has a magical property in which when it is destroyed, a dragon is summoned and mentally dominated to the users will. The group also learned that the Wampheri that trapped them had interacted with the Team during the light of day, which is not normal for a beast of that type as they are usually highly sensitive to sunlight. Although the events of the day happened underground it left the interesting question of where did the Wampheri go? Was it immune or resistant to sunlight, or did the party miss something? Silvus could not provide any further information, and so the party departed.
While leaving Silvus’ tower, Glarg and company was petitioned by Bart, the town smith, demanding his ring back. In his enfeebled state, the rogue easily deceived Bart, bluffing him with a single copper promised to have more power then the ring itself. Bart hobbled away, seeming satisfied with the interaction. Sterling, the new Ranger frowned at the deception, but was relieved the incident had been solved without further violence.
The group decided it would be best to destroy one of the rings, and to keep the other just in case. This action would surely remove as much temptation as possible.
As the evening drew to a close, the adventures found themselves back at the Frog Leap Inn, where the rogue proceeded to buy the most expensive Elven liquor in hopes of forgetting the atrocities of the day. Quickly overpowered by the potent drink, he passed out right at the table. The rest of the party spied Morr, who encouraged them to follow with the wave of a hand. The friends followed the undertaker back to his/her residence, noting the runes, earth:death:earth chiseled above the doorway. Morr was extremely hospitable, offering the travelers tea and cakes. The group spent some time conversing, to the best of their ability with one who is apparently mute. Eventually, Morr outline his encounter with a Wampheri, and a location dictated on a map provided to the adventurers 3 days travel to the northeast. The friends thanked Morr for his info, and decided to gather their friend from the bar and call it a night.
2152 Y.O.L. - Sea Season - Disorder Week - Wildday
The next morning at the Frog Leap Inn, with the rogue sporting a hearty hangover and babbling of strange dreams, the group encountered Pringsley's daughter Sandra and learned she had been adopted by Silvus the Sly as one of her wards. Happy the young girl would be taken care of, only the new cleric noticed a strange interaction between Bart the smith and Tirnos the Innkeeper. Informing the party of two pouches changing hands from Bart to Tirnos, the group found decided cunning might be the best approach to the shady situation. Sending the stealthy ranger and rogue to follow Bart, the rest of the group focused their attention on the innkeeper. Kyler and Sterling followed Bart past his blacksmith shop to the edge of town, where they observed him meet with two massive humanoids. The giant, red eyed bipeds had two thumbs and three fingers per hand, and began to talk to Bart in a language the hidden duo could not decipher. Bart apparently conversed with these odd giants in their own language. After the interaction, Bart hobbled back to his shop, noticeably distraught.
Meanwhile, back at the inn, Tirnos was very forthcoming about receiving money and some dry powder, with the expectation to put the chemicals in the party’s drinks.
Tirnos nature and willingness to comply with requests showed the group he was still trustworthy, but erred on bad judgment from a bribe. Not knowing what the substance was, he recommended taking it to Gladel the Herbalist and the party obliged. Gaining their other two members, the adventurers headed to the herbalists place. Entering, the friends clearly smelled swath and were very uncomfortable. Gladel took the herb from the travelers, immediately tasted some, and was immediately affected. He swooned and twirled, shrieking that the herb was for making a potion of madness. Due to his antics, the group determined he would be of no further use and quickly exited the smelly shop.
Wondering who would be trying to poison them, the sought the council of Reginald to provide him with the latest information they had gathered.
After having to wait an hour, Team Glarg met with Reginald, who seemed strangely out of character, jittery and bubbly. Informing Reginald of the latest encounter with the Wampheri and the map provided from Morr, the group detailed the meetings at the inn. Reginald was of no use in his current state, and the adventures decided to prepare for the trek to the location on the map. Gathering their gear, the team set out northeast toward the end of Wildday.
Along a path through the trees, the party sensed something was amiss. Searching the area, a roving band of 8 wolves and a much larger wolf with spikes poking disturbingly from its torso were encountered. The larger creature casted something that made the other wolves glow in a pale green light and Team Glarg knew they were in for a fight. With swords slashing hides, arrows tearing flesh, and claws raking skin, the group focused on the larger, more powerful beast, almost losing one of their own in the process.
When the creature was finally slain, the other wolves were paralyzed for just long enough for the adventures to turn the tide of the battle. Leaving behind their dead allies, the two remaining wolves turned tail and ran, Team Glarg hot on their heels. Following the tracks to a cave, the wolves were nowhere to be seen. Searching the shallow cave, several items of value were found including a magic shield (+1), a powerful greatsword (+2), 53 silver, and 121 copper coins.
A slight whimper revealed 6 wolf pups, no older than 6 weeks of age. Torn for being responsible for the deaths of their parents and knowing the pups were certain to die otherwise, Sterling the ranger spoke softly to the healthiest looking of the bunch, encouraging it to come forward. The small beast locked eyes and approached, nuzzling against the ranger’s hand. They both knew a special bond was being beginning to be forged. Taking the pup in his under his arm, the ranger joined the rest of the party.
With no extra rations, water, and without telling anyone in Balcon where they were heading, Team Glarg boldly strode off to the northeast in search of the mysterious town that they had gotten the directions to from the Morr the mute ...

DrGames |

Campaign Log for Bold Beginnings: Part IV
Taking place in the world of Zhalindor, Kingdom of Tumeria, Duchy of Kernan
As recorded by Brent
2152 Y.O.L. - Sea Season - Disorder Week – Wildday
The day was long, and the travelers weary, they decided it best to make camp for the evening. While others gathered firewood, Sterling went about the task of skinning the felled wolves for their pelts; items requested be delivered to Dalacir at the Frog Leap Inn in Balcon. Nine hides were successfully recovered, which the group figured would certainly be worth a nice chunk of change upon their return. They settled down into the wolf den to rest and recover for the following day, taking turns as lookout so the others could rest.
During his watch, Mallon overheard a voice outside their cave and chose to quickly and quietly rouse the other travelers. Spilling out into the battle field, the group witnessed the largest enemy entourage they had ever seen. Hobgoblins and Kobolds numbering nearly 25 rained arrows and clashed swords with the adventurers, while their leader, a massive bi-pedal humanoid [likely an ogre] blasted them with magic from afar. So close to becoming overwhelmed, several of the team taking near fatal wounds, and fearing the worst, Keldorn shattered the dragon token, summoning a golden dragon. The all-powerful beast destroyed team Glarg’s opponents, leaving the group pondering what its usefulness may have been further down the road. Sifting through the rubble of the aftermath, the only items found were some coins, and a gnarled wand, seething with chaos and evil. Glarg quickly dispatched the item, preventing its mental poison from infecting anyone else. Having spent everything they had in the previous battle, the group returned to the cave to recover and tend their wounds.
2152 Y.O.L. - Sea Season - Disorder Week – Godday
Wishing to observe Godday, the travelers woke to a short return trek to Balcon, hoping to discuss the latest encounter with Silvus and Reginald, and avoid any further conflicts. Spending the remainder of the day around town and retiring to the tower of Silvus the Sly, the group focused on honing their skills till the evening had come. Things seemed strangely calm for the usually tumultuous team.
2152 Y.O.L. - Sea Season - Harmony Week – Freezeday
Upon conversing with Silvus over breakfast, team Glarg learned that the old map provided to them from Morr was of a location north and east, several days travel. She recommended stopping by the main city of Quivera, which lies on the main King’s Road directly to the north, and seeking a mage there for further council. The group departed offering many words of thanks. Stopping by Bart the Smith’s place to gather supplies and check on the progress of Glarg’s suit of scale mail, Bart was found to be youthful again, and obviously wearing a ring identical to the one from before. Repeating the same ring removal tactics from before, the party was surprised when Bart collapsed with no breath remaining in his lungs. It appeared that Bart’s dabbling with powers beyond his control had finally resulted in his demise.
Searching the premises for any clues to Bart’s previous interactions, several items of potential importance were found including: A roughly scribble note that stated “187 of 300 halflings”, A battle preparation map including trap locations and focus points for a tower [identified as a safe route past traps and defenses to Veldman’s Tower], as well as a document outlining some aligning of the cosmos that referenced some form of great magical importance [perhaps related to the great alignment mentioned in several other documents that the party has found in the last several weeks]. Also found was Glarg’s scale armor, which upon closer inspection was found to be interwoven with many curses and poisons. It appeared as though that was one order would not be fulfilled. Fearing the worst, the group ran off to converse with Reginald. Greeted by Alphonzo (as always) the group waited a few short minutes before a meeting with Reginald, who appeared to be back to his normal self since their last visit. No-so-surprised that Bart had passed, Reginald did admit to having pangs of guilt related to the Halflings disappearance, and promised that he would dispatch a group of the Dukes footman to investigate matters in the east [if Team Glarg could bring him proof of malfeasance]. Reginald assigned the group a task of gathering taxes from Lord Karst in the north whom had become delinquent as of late, promising a 10% finders fee of the missing 350 gold [i.e., the party would receive 35 gold Wheels for its troubles]. After a quick mention of his suit of armor order from Bart, Glarg was refunded his gold immediately by Alphonzo for the inconvenience.
Exiting lord Kernan's hall, the group propositioned Morr the black about burying Bart’s body, in hopes that Morr might watch closer to see if he could determine who or what had been raising the dead from the Rest of Balcon. Morr nodded in agreement, but the group was still skeptical due to the difficulty of communicating with the mute. With the sun high in the sky, Team Glarg gathered their gear and wits about them, and departed Balcon intent on discovering what may lie along their trip to Quivera. The travelers easily identified the well traveled King’s Road to the north, and after a long, but relatively uneventful day’s journey arrived at Lord Quival’s Finest Inn. Greeted by the rather large proprietor, Rowe, the party partook of a hearty meal while reviewing the job opportunities listed on the inn’s message board. Tasks included the recent disappearances of children and young men in Quivera, the shortage of tin as of recent weeks, and an escort job to the Red stone keep. In the back of the Pub the group found Yargan, a bard seeking heroic tales to convert into ballads. Detailing a few of their quests and encounters, Team Glarg found their first arbiter of fame. Yargan took a profound interest in the group’s causes, and vowed to spread word of their chivalrous deeds to all he met. Figuring they’d learn more upon reaching the city, the group each got a private room to rest in.
2152 Y.O.L. - Sea Season - Harmony Week – Waterday
Departing the next morning along the King’s Road north, a pleasant day led to uplifted sprits, the temperate weather and light winds only interrupted by the playful howls of Sterling’s wolf pup. The only things that differed from the previous days travel was the bard Yargan, following distantly behind the group, and the name of the next establishment they came upon; the Lamprey Coil Inn. Greeted by Carla, the very rotund proprietress, the adventures settled in for another meal. While sitting in the pub, two of the King’s Road Watch approached, inquiring as to the traveler’s origins, and asking how things were in Balcon. After painting a relatively grim picture of events shadowing the town, the men departed the tavern, intent on discussing matters with Reginald. Retiring following another evening of banter and some melodies from Yargan, the group prepared for the next day’s travel to Quivera.
2152 Y.O.L. - Sea Season - Harmony Week – Clayday
With only several miles to go to the city of Quivera, Team Glarg quickened their pace, reaching the city with the sun only starting to wane in the western sky. Everyone except for those from Tiola Moldre was humbled by the awesome sights and sounds of the massive city. A city the travelers would soon get to know very well.

DrGames |

The new posting is available from the Campaign WWW site at Bold Beginnings: a D&D 4e Campaign set in the World of Zhalindor.